| Main Civ II Civ III CTP II SMAC RoN GalCiv MoO3 Alt.Civs Misc About | |||
![]() |
News | Archive Interviews The Column Newsletter | Radio Contests Forums Links | Chat |
||
|
| |||
| |||
|
THE COLUMN MICRO FOCUS TO CIVILIZATION KILLING CIVILIZATION III By Jason Beaudoin February 26, 2000 note: This is The Column, a part of Apolyton where anyone can write about whatever he/she wants :) If you feel like writing, submit your article via the article submission page
It was this self examination that gradually brought me to realize that too much emphasis has been placed on the micro elements of the Civilization game: more/different units, more/different civilizations, more/different features, better graphics, play balancing, more/different government models, etc. I believe that people are trying to satisfy their urge to have more control and to have a better gaming experience by simply demanding more units and more options. Although it is perfectly legitimate to declare that these are all crucial fundamentals to any Civilization game, I believe that it is impossible to create a better game by focussing on each of those elements individually. It is not more of the same that we are after, we want a better experience, and how to enhance that experience is the central problem. A more macro approach to the problem is necessary. For example, perhaps Firaxis should take into account that there is a role playing aspect of the game and spend some resources on enhancing that aspect; perhaps they should consider whether to create expansion dominated by unit maneuvering (like previous titles), or whether it should be influenced by indirect actions and government policy making. What ever the issue may be, I believe that the micro focus, which has dominated the suggestions list, is an obstacle to a game that one can truly call Civilization III. Creating a better Civilization would prove very daunting, but it is not --by any means-- impossible. I think that the possibility rests on the basic questions: How can we replicate a civilization? How can we allow a player to feel like a leader? What examples can we use in history to create a truly simulated empire? What elements of history have we overlooked in the past? These are the macro questions and the macro problems that Firaxis should be contemplating, and they need to re-examine what makes Civilization a fun game to play --not how many more units they can possibly add. Adding the Stealth Bomber, although nice, won't do all that much, unless it can contribute to that feeling of control. They need to identify their goal in order to conquer it. There are, however, problems to the macro approach, and that is whether there is enough courage to implement answers to those questions. Ultimately, new answers to old questions leads to radical new ideas --ideas that can tear at the fabric of an already tried and true game design, and it is this that is the true enemy of innovation and the greatest obstacle to Civilization III. The risks involved in developing something new in the gaming industry is well known as most gaming companies have vividly shown us by desperately clinging to well established gaming genres. Gaming companies are not alone. At first I was astounded to find that many Civilization fans were against most of the radical ideas brought out during the suggestion faze of the Civilization III project, but then I realized that fans have equal reservations about purchasing a game that is treading on new and uncharted territory. They fear that if anything new is introduced into Civilization, they will lose what they loved about the game. (Alas, our infamous Catch 22.) This made me realized that the gaming industry is not driven by game designers, but by the demands of their fans. Despite the risks involved, I am convinced that companies must innovate. They must push and go beyond the boundaries of the established genres if simply to maintain credibility in the eyes of their consumers. Gamers are repeat customers and if the gaming industry keeps delivering products that are merely variations of the same theme it will be increasingly difficult to convince consumers that they are actually purchasing a new game.
As I witness the development of Civilization III unfold, I am very concerned that what is being produced is merely a correction of some of the old problems in SMAC, and it has brought me to create my own "wish list" in Civilization. My wish is: that Firaxis will seriously consider some of the more radical ideas that have surfaced in the Civilization discussion forums; and that Firaxis and the consumers alike will have the courage to move forward and embrace originality. My hope is that the design team had the foresight to contemplate the success and failure of some civilization games and come to the conclusion that minor corrections or providing more units and features will not bridge the gap to the future of the Civilization series.
Want to comment on this article? The opinions expressed on this page do not necessarily reflect those of Apolyton CS or GameStats. They are just the personal opinions of the writer.
|
|
Apolyton Civilization Site -- Copyright © Daniel Quick
All trademarks and trade names are the property of their respective owners. | |